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Car 4 in my setup had copper, but ended up with some stone mixed in, which normally goes in car 5.then I end up with stone on my copper ore line, leading to the. I mean, I set up the train station with loading zone, making sure my chests/inserters deliver to the right cargo cars, and then the train stops just slightly short, or long, and I have inserters delivering to the wrong car. Ssilk I don't see why they stop at different places? What do you mean? there are some general rules with signaling. All types of single-rail traffic is complicated. Cannot recommend that, or only for special cases. Setups with belts for filling/emptying are. Very well working are setups with logistic bots as train station. What's important from documentation side: Train stops, where train runs through and do not stop, just for routing them. (not important and takes more time to find good working solutions) Some predefined blueprints for train-station designs Seeing, how the wagons stands at train stops, I can choose a train (from the list of trains) and it displays a ghosted train with lines which inserter would fill in which wagon/loco, so that I can place the chests etc. A warning, if automated trains don't move anymore (blocked, no path etc.) (not important) A working version of "I make many train stops with the same name", to be able to make working routes with high traffic. I can predefine a route and choose the trains, which should support it. I can give the trains different names and (!) color or something, which makes me see, which route a train runs. I mean something like a "train network", where every train is registered and can immediately be changed at every time, even if the train is not reachable. (not so important) A S-Curve, to switch one track-width. This is really fun and I think this needs to be better supported.
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Placing rails while driving in the train. Something like every railroad-game works. They magically get places, even if you are not in reach.
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I don't see why they stop at different places? What do you mean?Īnd yes, I see the following points as important for v0.10 or v0.11 (if not stated other):
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